Human Factors Guidelines for Interactive 3D and Games-Based ...
Human Factors Guidelines for Interactive 3D and Games-Based ...
Human Factors Guidelines for Interactive 3D and Games-Based ...
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
oth hierarchical <strong>and</strong> cognitive task analysis tools <strong>and</strong> those interested in this topic are<br />
recommended to visit the DTC’s website (www.hfidtc.com) <strong>for</strong> further in<strong>for</strong>mation 18 .<br />
The type of analysis employed, then, often depends on a range of factors, including the <strong>Human</strong><br />
<strong>Factors</strong> specialist involved, whether or not the task exists in reality or has yet to be designed, the<br />
goal of the analysis, any constraints imposed by the analysis environment <strong>and</strong>, of greatest<br />
importance, the support <strong>and</strong> input of the end users <strong>and</strong> subject matter experts (SMEs).<br />
Gaining access to the end users <strong>and</strong> SMEs, particularly in operational or field training settings, is<br />
always difficult, particularly throughout the defence community. When opportunities arise, they are<br />
typically characterised by short-duration sessions of quite intense activity, leaving the <strong>Human</strong><br />
<strong>Factors</strong> specialist with little time to record relevant data <strong>for</strong> use in subsequent task analyses or other<br />
human-centred design processes. This problem is particularly acute where the outcome of a<br />
project is to take the <strong>for</strong>m of a simulation or Virtual Environment.<br />
When there is a need <strong>for</strong> rapid results from analyses, the more popular techniques involve<br />
observational <strong>and</strong> interview techniques, often supplemented with video <strong>and</strong> audio records (as have<br />
been exploited <strong>for</strong> many of the HFI DTC case studies mentioned throughout this document). Other<br />
techniques employ quite sophisticated computer-based solutions, from mixed media data recording<br />
(video, computer keystrokes, physiological parameters, voice, etc.) to simulations based on models<br />
of human physical <strong>and</strong> psychological per<strong>for</strong>mance.<br />
As stated at the outset, this document aims to help make the i<strong>3D</strong> <strong>and</strong> serious gaming community<br />
more aware of fundamental human interface issues, such as content, fidelity <strong>and</strong> interactive<br />
technologies. Be<strong>for</strong>e tackling these issues, however, it is important to underst<strong>and</strong> what to look <strong>for</strong><br />
when presented with an opportunity to undertake an observational analysis in the field. In addition<br />
to the project outlines presented in Sections 3.0.1 to 3.0.4, below, Figures 13, 14, 15 <strong>and</strong> 16<br />
(presented on pages 25 <strong>and</strong> 26) summarise the key observational factors recorded during end user<br />
observational sessions undertaken in support of each of them.<br />
3.0.1 Minimally Invasive Surgical Trainer (MIST; Figures 8 <strong>and</strong> 13).<br />
The MIST system evolved from a project sponsored by the Wolfson Foundation <strong>and</strong> UK Department<br />
of Health, the aim of which was to assess the potential of emerging Virtual Reality technologies to<br />
deliver cost effective technology-based training <strong>for</strong> future surgeons. MIST was an early example of<br />
the successful outcome of an HF task analysis undertaken in support of an i<strong>3D</strong> part-task skills<br />
trainer, in conjunction with surgical subject matter experts. It was possible to isolate eight key task<br />
sequences common to a wide range of laparoscopic cholecystectomy (gall bladder removal) <strong>and</strong><br />
gynaecological interventions <strong>and</strong> then define how those sequences might be modified or<br />
constrained by such factors as the type of instrument used, the need <strong>for</strong> object or tissue transfer<br />
between instruments, the need <strong>for</strong> extra surgical assistance, <strong>and</strong> so on. The close “coupling” (see<br />
Section 4.4) between the surgeon <strong>and</strong> the patient, via the laparoscopic instruments, drove an early<br />
decision to implement replica instruments, suitably modified to provide digital position <strong>and</strong> rotational<br />
inputs into the computer.<br />
Uniquely, MIST fosters laparoscopic skills not by training on virtual human bodies, but on carefully<br />
selected task “primitives” (e.g. spheres, blocks, cylinders <strong>and</strong> wireframe task volumes of low visual<br />
detail, or low “physical fidelity” – see Figures 8, 20 <strong>and</strong> Section 3.1), each designed following a<br />
psychological breakdown of the perceptual <strong>and</strong> motor behaviours of observed surgeons 19 . MIST<br />
18<br />
See also: Stanton, N., Salmon, P., Walker, G., Baber, C., & Jenkins, D. (2005), “<strong>Human</strong> <strong>Factors</strong> Methods: A<br />
Practical Guide <strong>for</strong> Engineering <strong>and</strong> Design”, Ashgate (December 2005).<br />
19<br />
Stone, R.J., & McCloy, R. (2004), “Ergonomics in Medicine <strong>and</strong> Surgery”, British Medical Journal, 328<br />
(7448), 08 May, 2004, 1115-1118.<br />
20